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Colour ​

Color ramp, blend modes, HSV, colour correction.

Generated from the node library. Socket types: number (grey circle), colour (yellow circle), vector (purple diamond). Any output can feed any input; when the types differ, pick a conversion on the input (right-click it). See how nodes connect.

Hue shift ​

Rotates the colours around the colour wheel.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.8

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
turns0-1..1-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Hue shift (input Colour) → Output > Base color.

Saturation ​

0 = grey, 1 = unchanged, above 1 = more vivid.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.8

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
amount10..3-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Saturation (input Colour) → Output > Base color.

Contrast ​

Pushes values away from mid grey.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
amount10..3-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Contrast (input Colour) → Output > Base color.

Brightness ​

Multiplies the colour.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
scale10..10-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Brightness (input Colour) → Output > Base color.

Gradient ​

Blends two colours by a 0..1 position.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Positionvector0.5
Fromcolour0.05, 0.1, 0.3
Tocolour0.9, 0.6, 0.2

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Texture coordinate (World) → Mapping (scale 4) → Gradient (input Position) → Color ramp → Output > Base color.

To grey ​

Converts a colour to its brightness.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → To grey (input Colour) → Output > Base color.

Overlay ​

Overlay blend: multiplies darks and screens lights.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Basenumber0.5
Blendnumber0.5

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → Overlay (input Base) → Mix colour (Factor).

Screen blend ​

Screen blend: always lightens.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Basenumber0.5
Blendnumber0.5

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → Screen blend (input Base) → Mix colour (Factor).

Colourize ​

Tints the brightness of a colour with another colour.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Valuenumber0.5
Tintcolour1.0, 0.7, 0.4

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → Colourize (input Value) → Mix colour (Factor).

Ramp 3 colours ​

Maps 0..1 to a three-colour gradient.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Positionvector0.5
Lowcolour0.02, 0.03, 0.15
Middlecolour0.8, 0.2, 0.3
Highcolour1.0, 0.9, 0.4

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Texture coordinate (World) → Mapping (scale 4) → Ramp 3 colours (input Position) → Color ramp → Output > Base color.

Gamma ​

Gamma correction.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
gamma2.20.1..5-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Gamma (input Colour) → Output > Base color.

Exposure ​

Brightens or darkens by photographic stops.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
stops0-8..8-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Exposure (input Colour) → Output > Base color.

Levels ​

Sets the black and white points.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
black00..1-
white10..2-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Levels (input Colour) → Output > Base color.

Threshold ​

Black and white by a brightness threshold.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
level0.50..1-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Threshold (input Colour) → Output > Base color.

Tone map ​

Filmic (ACES) tone mapping of HDR colour.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Tone map (input Colour) → Output > Base color.

Color ramp ​

Maps 0..1 to a gradient of four colour stops placed at four positions.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Positionvector0.5
Stop 1colour0.02, 0.02, 0.05
Stop 2colour0.7, 0.15, 0.1
Stop 3colour1.0, 0.7, 0.2
Stop 4colour1.0, 1.0, 0.9

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
position 100..1-
position 20.330..1-
position 30.660..1-
position 410..1-
interpolation00..20 Linear, 1 Constant, 2 Ease

Outputs

OutputType
Colourcolour
Alphanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Texture coordinate (World) → Mapping (scale 4) → Color ramp (input Position) → Color ramp → Output > Base color.

Blend colours ​

Photoshop-style blend modes: 0 mix, 1 multiply, 2 screen, 3 overlay, 4 add, 5 subtract, 6 difference, 7 darken, 8 lighten, 9 soft light, 10 dodge, 11 burn, 12 hard light.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Anumber0.5
Bnumber0.5
Factornumber1.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
mode00..12-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → Blend colours (input A) → Mix colour (Factor).

HSV adjust ​

Shifts hue and scales saturation and brightness.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
hue shift0-0.5..0.5-
saturation10..3-
value10..3-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → HSV adjust (input Colour) → Output > Base color.

HSV to RGB ​

Builds a colour from hue, saturation and value.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Huenumber0.0
Saturationnumber1.0
Valuenumber1.0

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → HSV to RGB (input Hue) → Mix colour (Factor).

RGB to HSV ​

Splits a colour into hue (red), saturation (green), value (blue).

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → RGB to HSV (input Colour) → Output > Base color.

Lift gamma gain ​

Classic three-way colour correction.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
lift0-0.5..0.5-
gamma10.1..4-
gain10..4-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Lift gamma gain (input Colour) → Output > Base color.

Colour temperature ​

Warm (orange) or cool (blue) tint.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
warmth0-1..1-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Colour temperature (input Colour) → Output > Base color.

Colour key ​

White where the colour is close to the key colour.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
colour1.00, 0.00, 0.000..1-
tolerance0.30..1.75-
softness0.10..1-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Colour key (input Colour) → Output > Base color.

S-curve ​

Contrast curve that keeps black and white fixed.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Valuenumber0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
amount0.70.05..0.95-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → S-curve (input Value) → Mix colour (Factor).

Bias curve ​

Bends mid-tones towards dark or light.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Valuenumber0.5

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
bias0.50.01..0.99-

Output: colour

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → Bias curve (input Value) → Mix colour (Factor).

Mix colour ​

Blends A and B with a mode (mix, multiply, overlay, screen...) by a factor.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Factornumber0.5
Anumber0.2
Bnumber0.8

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
blend mode00..120 Mix, 1 Multiply, 2 Screen, 3 Overlay, 4 Add, 5 Subtract, 6 Difference, 7 Darken, 8 Lighten, 9 Soft light, 10 Colour dodge, 11 Colour burn, 12 Hard light
clamp result00..10 Off, 1 Clamp 0..1

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Noise texture (Factor) → Mix colour (input Factor) → Mix colour (Factor).

Hue saturation value ​

Shifts hue and scales saturation and brightness.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.8, 0.4, 0.2
Huenumber0.5
Saturationnumber1.0
Valuenumber1.0
Factornumber1.0

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Hue saturation value (input Colour) → Output > Base color.

Invert ​

Inverts a colour by a factor.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.8
Factornumber1.0

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Invert (input Colour) → Output > Base color.

RGB curves ​

Tone curve for colours through five points.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5
Factornumber1.0

Parameters (on the node or in the Inspector)

ParameterDefaultRangeChoices
y at 00-1..2-
y at 0.250.22-1..2-
y at 0.50.5-1..2-
y at 0.750.78-1..2-
y at 11-1..2-

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → RGB curves (input Colour) → Output > Base color.

Bright contrast ​

Brightness and contrast as inputs.

Works in: material, object shader, camera effect

Inputs

InputTypeWhen not connected
Colourcolour0.5
Brightnumber0.0
Contrastnumber0.0

Outputs

OutputType
Colourcolour
Rnumber
Gnumber
Bnumber
Lumanumber

Usually goes to Output > Base color or Emission, or to A/B of Mix colour. Into a number input it is converted to luminance.

Example: Image texture (Colour) → Bright contrast (input Colour) → Output > Base color.

Kvas Engine